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Struggling a bit to light my amethyst ring (posted in p.b.images) and
decided to try a light_group. I have:
union {
light_group {
object { Stone material { StoneMaterial } hollow on }
light_source { Stone_Light }
#if (UsePhotons)
photons {target reflection on refraction on collect off }
#end
global_lights off
}
object { Band material { BandMaterial }
}
The stone light has reflection/refraction set to on and the scene light
has them turned off, but I get: Photon Warning: Could not save photon
map - no photons!
Is this even possible, or am I on a fools errand?
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> Struggling a bit to light my amethyst ring (posted in p.b.images) and
> decided to try a light_group. I have:
>
> union {
> light_group {
> object { Stone material { StoneMaterial } hollow on }
> light_source { Stone_Light }
> #if (UsePhotons)
> photons {target reflection on refraction on collect off }
> #end
> global_lights off
> }
> object { Band material { BandMaterial }
> }
>
> The stone light has reflection/refraction set to on and the scene light
> has them turned off, but I get: Photon Warning: Could not save photon
> map - no photons!
>
> Is this even possible, or am I on a fools errand?
How can you shoot protons to the light_source?
I think that you should put the photons block with the Stone object and
have none for the actual light_source. The light will use the default
photons setting where both reflection and refraction are enabled.
By the way, unless your stone contains some media, the hollow attribute
is useless.
Alain
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On 09/16/2012 01:20 PM, Alain wrote:
>> Struggling a bit to light my amethyst ring (posted in p.b.images) and
>> decided to try a light_group. I have:
>>
>> union {
>> light_group {
>> object { Stone material { StoneMaterial } hollow on }
>> light_source { Stone_Light }
>> #if (UsePhotons)
>> photons {target reflection on refraction on collect off }
>> #end
>> global_lights off
>> }
>> object { Band material { BandMaterial }
>> }
>>
>> The stone light has reflection/refraction set to on and the scene light
>> has them turned off, but I get: Photon Warning: Could not save photon
>> map - no photons!
>>
>> Is this even possible, or am I on a fools errand?
>
> How can you shoot protons to the light_source?
LOL ... frustrated and snagged wrong example.
> I think that you should put the photons block with the Stone object and
> have none for the actual light_source. The light will use the default
> photons setting where both reflection and refraction are enabled.
Already tried that incantation. Still think photons and light_group is a
no go. I'll prepare a better example when I get a chance.
> By the way, unless your stone contains some media, the hollow attribute
> is useless.
poseray did that just didn't bother removing it
>
>
> Alain
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On 09/17/2012 07:28 AM, James Holsenback wrote:
> Already tried that incantation. Still think photons and light_group is a
> no go. I'll prepare a better example when I get a chance.
OK ... below is a simplified scene used to show the problem I'm having.
The scene is initially setup with the Key_Light as the photon source and
/without/ the light_group ... it shows that indeed it does shoot photons
properly.
Now remove comments from around the light_group code in the Ring
definition, and in the Key_Light change reflection/refraction from /on/
to /off/ (now I want the Stone_Light to be the photon source) and see
what I mean.
Maybe not related but why does the stone shadow /still/ appear to be
coming from the Key_Light and /not/ the Stone_Light ... I have
global_lights set to off in the light_group!
Here's the scene file:
// render using: povray +p +w1120 +h630 Work.pov
#version 3.7;
#default {finish {ambient 0 emission 0 diffuse 0.6}}
#declare PQ = 1;
#if (PQ > 0)
#declare UsePhotons = yes;
#declare PhotonRun = yes; // change to "no" to reuse a map
#end
#switch (PQ)
#case (0)
#declare UsePhotons = no;
#break
#case (1)
#declare S_val = 0.1;
#declare T_val = 5;
#declare C_val = 15000;
#break
#case (2)
#declare S_val = 0.025;
#declare T_val = 10;
#declare C_val = 30000;
#break
#case (3)
#declare S_val = 0.00625;
#declare T_val = 50;
#declare C_val = 60000;
#break
#end
global_settings {
max_trace_level 64
adc_bailout 0.00001
noise_generator 3
assumed_gamma 1.0
#if(UsePhotons)
photons {
spacing S_val
autostop 1
max_trace_level T_val
count C_val
#if (PhotonRun)
save_file "Work.ph"
#else
load_file "Work.ph"
#end
}
#end
}
camera {
perspective
location <0,0,-10>
rotate x*35
rotate y*10
look_at <0,1,0>
right x*4/3
direction 1*z
}
#declare Key_Light =
light_source {
#declare LightColor = srgb 1;
0, LightColor
translate <0,0,-15>
#if (UsePhotons)
photons { reflection on refraction on }
#end
}
// -- The Stone Light ( in a light_group )
#declare Stone_Light =
light_source {
#declare LightColor = srgb 1;
0, LightColor
translate <0,2,5>
looks_like {sphere {0,0.125 pigment { srgb <1,1,0>}} }
#if (UsePhotons)
photons { reflection on refraction on }
#end
}
#declare Stone =
sphere { 0,1
material{
texture{
pigment{
srgbf <0.4980, 0.2902, 0.4235,1>
}
normal { facets coords 1 size 0.25}
finish{
specular 1
roughness 0.01
diffuse 0.6
reflection{
srgb <0.4980, 0.2902, 0.4235>*0.1, srgb <0.4980, 0.2902,
0.4235>*0.125 fresnel on
}
}
}
interior {
ior 1.75
fade_distance 2
fade_power 1001
fade_color <0.4980, 0.2902, 0.4235>
#if (UsePhotons)
caustics 1.0
dispersion 1.05
dispersion_samples 10
#end
}
}
#if (UsePhotons)
photons { target reflection on refraction on collect off }
#end
}
#declare Band =
torus { 3,0.25
material{
texture{
pigment{
srgb <0.8100,0.7100,0.2300>
}
finish{
specular 0.8
roughness 0.1
diffuse 0.6
metallic
brilliance 5
reflection{srgb <0.8100,0.7100,0.2300>*0.75, srgb
<0.8100,0.7100,0.2300>}
}
}
}
}
#declare Ring =
union {
//light_group {
object{
Stone
#if (UsePhotons)
photons { target reflection on refraction on collect off }
#end
}
//light_source { Stone_Light }
//global_lights off
//}
object{
Band
translate x*3.95
}
translate <-3.95/2,2,0>
}
object { Key_Light rotate x*45 rotate y*30 }
background { srgb 1 }
plane { y,0 pigment { srgb 1 } }
object { Ring }
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> On 09/17/2012 07:28 AM, James Holsenback wrote:
>> Already tried that incantation. Still think photons and light_group is a
>> no go. I'll prepare a better example when I get a chance.
>
> OK ... below is a simplified scene used to show the problem I'm having.
> The scene is initially setup with the Key_Light as the photon source and
> /without/ the light_group ... it shows that indeed it does shoot photons
> properly.
>
> Now remove comments from around the light_group code in the Ring
> definition, and in the Key_Light change reflection/refraction from /on/
> to /off/ (now I want the Stone_Light to be the photon source) and see
> what I mean.
>
> Maybe not related but why does the stone shadow /still/ appear to be
> coming from the Key_Light and /not/ the Stone_Light ... I have
> global_lights set to off in the light_group!
>
It looks like photons from a light_group are indeed broken. They don't
even show on an added object added in the light_group placed to receive
them.
Any object can intercept light from any light and cause shadows. The
appartenance to a light_group don't change that.
Also, any object outside the light_group can cause shadow on an object
of a light_group if it's situated between the light and it's associated
object(s).
The only objects that don't cause shadows are those having an explicite
no_shadow attribute.
The only light that don't cause any shadow are shadowless ones. They
also never cause any highlight and, by default, never cast any photons.
I don't know if you can force a shadowless light to cast photons by
adding photons{refraction on reflection on}.
Remove caustics 1.0. It's only good at simulating caustics under a body
of water on a relatively flat and level surface.
There is no reason to remove the photons block in a non-photons scene or
in a test render without photons. In this case, the photons block will
simply be ignored.
In the global_settings, you must NOT use both spacing and count in the
photons block. Use only one OR the other.
autostop 1 is the same as not using autostop.
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On 09/20/2012 01:34 AM, Alain wrote:
>> On 09/17/2012 07:28 AM, James Holsenback wrote:
>>> Already tried that incantation. Still think photons and light_group is a
>>> no go. I'll prepare a better example when I get a chance.
>>
>> OK ... below is a simplified scene used to show the problem I'm having.
>> The scene is initially setup with the Key_Light as the photon source and
>> /without/ the light_group ... it shows that indeed it does shoot photons
>> properly.
>>
>> Now remove comments from around the light_group code in the Ring
>> definition, and in the Key_Light change reflection/refraction from /on/
>> to /off/ (now I want the Stone_Light to be the photon source) and see
>> what I mean.
>>
>> Maybe not related but why does the stone shadow /still/ appear to be
>> coming from the Key_Light and /not/ the Stone_Light ... I have
>> global_lights set to off in the light_group!
>>
>
> It looks like photons from a light_group are indeed broken. They don't
> even show on an added object added in the light_group placed to receive
> them.
>
> Any object can intercept light from any light and cause shadows. The
> appartenance to a light_group don't change that.
> Also, any object outside the light_group can cause shadow on an object
> of a light_group if it's situated between the light and it's associated
> object(s).
>
> The only objects that don't cause shadows are those having an explicite
> no_shadow attribute.
> The only light that don't cause any shadow are shadowless ones. They
> also never cause any highlight and, by default, never cast any photons.
> I don't know if you can force a shadowless light to cast photons by
> adding photons{refraction on reflection on}.
>
> Remove caustics 1.0. It's only good at simulating caustics under a body
> of water on a relatively flat and level surface.
>
> There is no reason to remove the photons block in a non-photons scene or
> in a test render without photons. In this case, the photons block will
> simply be ignored.
>
> In the global_settings, you must NOT use both spacing and count in the
> photons block. Use only one OR the other.
>
> autostop 1 is the same as not using autostop.
thanks for the sanity check (i'll file a bug report) and the additional
information is also useful as photons use is one of my weak areas.
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